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Inventory items can be interacted with via inputs named InteractionA and InteractionB. These can be mapped to the same input button in Unity's Input Manager, but you can also use a script to merge them only while e.g. your Inventory menu is…
Resetting the scene should result in the scene data being cleared, and then the scene reloaded. Which aspect of this isn't working?
Rather than resetting things when you first start the scene, try resetting it before switching to it. Through scri…
Is each "memory" its own scene, or a series of scenes?
The "Reset Scene" command will clear all data specific to the open scene - i.e. Remember component data, which NavMesh is active, etc.
Through scripting it is possible to c…
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I don't think I'll ever fully understand Unity UI..
But if your Button and Image components are on the same object, it may be a case of something else blocking clicks to it. Are any other UI elements overlapping it (perhaps even from anoth…
Through scripting, you can access an individual interaction icon by referencing its ID number:
AC.KickStarter.cursorManager.GetCursorIconFromID (int ID);
(An icon's ID number is listed next to its name in the Cursor Manager)
Using this, it's poss…
You can define Active Inputs, which allow you to trigger ActionList asset files when a specific input is pressed.
See the Manual's "Active inputs" chapter for details.
It should be automatic.
In the background, AC should add a "UI Slot Right Click" component to your inventory slot Buttons to the runtime Canvas, which listens for right-click / InteractionB inputs made over the Button.
Are these present …
I wouldn't expect a performance hit - save labels are stored in the Options data, using PlayerPrefs, to avoid having to deserialize save files just to read them.
If you hook into OnFinishSaving, the SaveFile parameter's saveID value can be plugged into:
AC.Kickstarter.saveSystem.RenameSaveByID (saveLabel, saveID);
Thanks for the elaboration.
In that case, it sounds like a custom interaction system is necessary.
You can leverage some of AC's built-in methods, but your finer points mean it's best to have full control over the whole thing.
This is a two-prong…
Welcome to the community, @zenbend.
So as I'm clear: you're looking to only allow the player to mouse-over Hotspots that they are currently nearby?
If so, this should be the default behaviour when using Point And Click movement combined with Playe…
When AC repositions a Unity UI-based menu, it does so by centering the RectTransform, assigned as that Menu's RectTransform boundary field, over the intended position.
If you need the text shown in that menu to be offset from that, you need to offs…
Welcome to the community, @Morphius1968.
If the NPC is spawning, it looks like the NPCPrefab parameter is being assigned correctly - just not the NPCTarget parameter.
If you view the ActionList asset's runtime instance in the scene Hierarchy, it s…
If you have multiple attachments for the Player, especially multiple types that can be held simultaneously, it's better to either rely on custom script to manage them, or animation.
The scripting method involves creating a script that keeps track o…
Sorry - I'm with you now.
Is this only occuring in Builds, or the Editor as well?
The KickStarter's SetPersistentEngine function needs to have been completed before its various properties can be read, since it's at the end of this function that th…
Update: Looked further into this. It's definitely a bug - it used to be, and should be, the other way around.
The next update will include the change made above as an official fix.
The code you're sharing isn't dealing with the custom iOptionsFileHandler directly. Are these not two separate issues?
AC will load Options Data by itself automatically at the correct time - you don't need to call LoadPrefs manually.
Assigning an…